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Relintai
951ae7b11d
This is a much simpler attempt to solve the same problem as #76060, but
without breaking any compatibility.
* Adds a description of what model space is in the Vector3 enums
(MODEL_* constants). This has the proper axes laid out for imported 3D
assets.
* Adds the option to `look_at` using model_space, which uses
Vector3.MODEL_FRONT as forward vector.
The attempt of this PR is to still break the assumption that there is a
single direction of forward (which is not the case in Godot)
and make it easier to understand where 3D models are facing, as well as
orienting them via look_at.
- reduz
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.. | ||
canvas_item.cpp | ||
canvas_item.h | ||
canvas_layer.cpp | ||
canvas_layer.h | ||
control.cpp | ||
control.h | ||
http_request.cpp | ||
http_request.h | ||
instance_placeholder.cpp | ||
instance_placeholder.h | ||
node_2d.cpp | ||
node_2d.h | ||
node.cpp | ||
node.h | ||
process_group.cpp | ||
process_group.h | ||
property_utils.cpp | ||
property_utils.h | ||
resource_preloader.cpp | ||
resource_preloader.h | ||
scene_string_names.cpp | ||
scene_string_names.h | ||
scene_tree.cpp | ||
scene_tree.h | ||
SCsub | ||
spatial.cpp | ||
spatial.h | ||
timer.cpp | ||
timer.h | ||
viewport.cpp | ||
viewport.h | ||
world.cpp | ||
world.h |